Sure.

A 4x4 matrix can be used to describe any transformation. The identity matrix, that is

1 0 0 0

0 1 0 0

0 0 1 0

0 0 0 1

is the "matrix equivalent of 1." Which is to say any matrix or vector multiplied by the identity matrix comes out as the same vector or matrix.

If you multiply two matrices together each describing a transform, the result is a matrix describing the concatenation (which means the result of doing one after the other) of the two transforms.

A few transformation matrices:

Scaling by factor Sx, Sy, Sz

Sx 0 0 0

0 Sy 0 0

0 0 Sz 0

0 0 0 1

Translation by vector Tx, Ty, Tz

1 0 0 Tx

0 1 0 Ty

0 0 1 Tz

0 0 0 1

Rotation about X axis by angle theta.

1 0 0 0

0 cos(theta) sin(theta) 0

0 -sin(theta) cos(theta) 0

0 0 0 1

Rotation about Y axis by angle theta.

cos(theta) 0 -sin(theta) 0

0 1 0 0

sin(theta) 0 cos(theta) 0

0 0 0 1

Rotation about Z axis by angle theta.

cos(theta) sin(theta) 0 0

-sin(theta) cos(theta) 0 0

0 0 1 0

0 0 0 1

You don't need to understand why these are what they are at this stage but later on it can help. How you use these matrices depends on what you're using. I presume you're using OpenGL so it depends on are you doing shaders or fixed function pipeline?

As for understanding all the various "spaces," I advise you take a look at this site.

http://glprogramming.com/red/chapter03.html. The terminology is always slightly different and it doesn't really make sense until you define it in terms of the maths and or the usage.